sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char buf[120];
return dupstr(buf);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
/*
* Generating anything under 4x4 runs into trouble of one kind
return 1;
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params_in, random_state *rs,
char **aux, int interactive)
{
+ game_params params_copy = *params_in; /* structure copy */
+ game_params *params = ¶ms_copy;
int w = params->w, h = params->h;
int ntrees = w * h / 5;
char *grid = snewn(w*h, char);
j = maxflow(w*h+2, w*h+1, w*h, nedges, edges, capacity, flow, NULL);
if (j < ntrees)
- continue; /* couldn't place all the tents */
+ continue; /* couldn't place all the trees */
/*
* We've placed the trees. Now we need to work out _where_
return ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int w = params->w, h = params->h;
int area, i;
return NULL;
}
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
int w = params->w, h = params->h;
game_state *state = snew(game_state);
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
int w = state->p.w, h = state->p.h;
game_state *ret = snew(game_state);
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
int w = state->p.w, h = state->p.h;
}
}
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
{
- return TRUE;
+ return params->w <= 1998 && params->h <= 1998; /* 999 tents */
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
- int w = state->p.w, h = state->p.h;
- char *ret, *p;
- int x, y;
+ int w = state->p.w, h = state->p.h, r, c;
+ int cw = 4, ch = 2, gw = (w+1)*cw + 2, gh = (h+1)*ch + 1, len = gw * gh;
+ char *board = snewn(len + 1, char);
+
+ sprintf(board, "%*s\n", len - 2, "");
+ for (r = 0; r <= h; ++r) {
+ for (c = 0; c <= w; ++c) {
+ int cell = r*ch*gw + cw*c, center = cell + gw*ch/2 + cw/2;
+ int i = r*w + c, n = 1000;
+
+ if (r == h && c == w) /* NOP */;
+ else if (c == w) n = state->numbers->numbers[w + r];
+ else if (r == h) n = state->numbers->numbers[c];
+ else switch (state->grid[i]) {
+ case BLANK: board[center] = '.'; break;
+ case TREE: board[center] = 'T'; break;
+ case TENT: memcpy(board + center - 1, "//\\", 3); break;
+ case NONTENT: break;
+ default: memcpy(board + center - 1, "wtf", 3);
+ }
- /*
- * FIXME: We currently do not print the numbers round the edges
- * of the grid. I need to work out a sensible way of doing this
- * even when the column numbers exceed 9.
- *
- * In the absence of those numbers, the result size is h lines
- * of w+1 characters each, plus a NUL.
- *
- * This function is currently only used by the standalone
- * solver; until I make it look more sensible, I won't enable
- * it in the main game structure.
- */
- ret = snewn(h*(w+1) + 1, char);
- p = ret;
- for (y = 0; y < h; y++) {
- for (x = 0; x < w; x++) {
- *p = (state->grid[y*w+x] == BLANK ? '.' :
- state->grid[y*w+x] == TREE ? 'T' :
- state->grid[y*w+x] == TENT ? '*' :
- state->grid[y*w+x] == NONTENT ? '-' : '?');
- p++;
+ if (n < 100) {
+ board[center] = '0' + n % 10;
+ if (n >= 10) board[center - 1] = '0' + n / 10;
+ } else if (n < 1000) {
+ board[center + 1] = '0' + n % 10;
+ board[center] = '0' + n / 10 % 10;
+ board[center - 1] = '0' + n / 100;
+ }
+
+ board[cell] = '+';
+ memset(board + cell + 1, '-', cw - 1);
+ for (i = 1; i < ch; ++i) board[cell + i*gw] = '|';
+ }
+
+ for (c = 0; c < ch; ++c) {
+ board[(r*ch+c)*gw + gw - 2] =
+ c == 0 ? '+' : r < h ? '|' : ' ';
+ board[(r*ch+c)*gw + gw - 1] = '\n';
}
- *p++ = '\n';
}
- *p++ = '\0';
- return ret;
+ memset(board + len - gw, '-', gw - 2 - cw);
+ for (c = 0; c <= w; ++c) board[len - gw + cw*c] = '+';
+
+ return board;
}
struct game_ui {
int cx, cy, cdisp; /* cursor position, and ?display. */
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->dsx = ui->dsy = -1;
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
}
#define FLASH_TIME 0.30F
-static int drag_xform(game_ui *ui, int x, int y, int v)
+static int drag_xform(const game_ui *ui, int x, int y, int v)
{
int xmin, ymin, xmax, ymax;
return v;
}
-static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
int w = state->p.w, h = state->p.h;
char tmpbuf[80];
+ int shift = button & MOD_SHFT, control = button & MOD_CTRL;
+
+ button &= ~MOD_MASK;
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
x = FROMCOORD(x);
}
if (IS_CURSOR_MOVE(button)) {
- move_cursor(button, &ui->cx, &ui->cy, w, h, 0);
ui->cdisp = 1;
+ if (shift || control) {
+ int len = 0, i, indices[2];
+ indices[0] = ui->cx + w * ui->cy;
+ move_cursor(button, &ui->cx, &ui->cy, w, h, 0);
+ indices[1] = ui->cx + w * ui->cy;
+
+ /* NONTENTify all unique traversed eligible squares */
+ for (i = 0; i <= (indices[0] != indices[1]); ++i)
+ if (state->grid[indices[i]] == BLANK ||
+ (control && state->grid[indices[i]] == TENT)) {
+ len += sprintf(tmpbuf + len, "%sN%d,%d", len ? ";" : "",
+ indices[i] % w, indices[i] / w);
+ assert(len < lenof(tmpbuf));
+ }
+
+ tmpbuf[len] = '\0';
+ if (len) return dupstr(tmpbuf);
+ } else
+ move_cursor(button, &ui->cx, &ui->cy, w, h, 0);
return "";
}
if (ui->cdisp) {
return NULL;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
int w = state->p.w, h = state->p.h;
char c;
* Drawing routines.
*/
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
/* fool the macros */
struct dummy { int tilesize; } dummy, *ds = &dummy;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
return ret;
}
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
int w = state->p.w, h = state->p.h;
struct game_drawstate *ds = snew(struct game_drawstate);
ERR_OVERCOMMITTED
};
-static int *find_errors(game_state *state, char *grid)
+static int *find_errors(const game_state *state, char *grid)
{
int w = state->p.w, h = state->p.h;
int *ret = snewn(w*h + w + h, int);
/*
* Internal redraw function, used for printing as well as drawing.
*/
-static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
+static void int_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
float animtime, float flashtime, int printing)
{
int w = state->p.w, h = state->p.h;
sfree(errors);
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int_redraw(dr, ds, oldstate, state, dir, ui, animtime, flashtime, FALSE);
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve)
return 0.0F;
}
-static int game_status(game_state *state)
+static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
*y = ph / 100.0F;
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int c;
const struct game thegame = {
"Tents", "games.tents", "tents",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_can_format_as_text_now, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,